This is a widget automatically gained upon taking an Assassin level. It will impart your weapon (be it glove, bow or blade) with the ability to make a special strike once every turn. The DC calculation is 10 + Assassin level + Intelligence modifier. Note that the ability doesn't have to be reapplied each time; it persists for 1 Turn per Assassin level.

Braining Blow(Stun) (2 Rounds, Will)Head injuries are especially traumatic, and the Assassin knows this. Heavy, blunt force dealt by a pommel or leaden arrow can temporarily stun a foe, leaving them vulnerable to a follow-up strike.

Shrill Strike(Deafness) (Turn/Assassin, Fortitude)The importance of the sense of hearing in combat is not lost on the Assassin. An attack upon the auditory organs leaves the ears of the Assassin's foe ringing painfully.

Stalker's Throat-Dart(Silence) (1 Round/Assassin, Fortitude)Landing a blow to the throat is one of the most difficult attacks an Assassin can make. By no chance, it is also one of the most rewarding.

Induce Amaurosis(Blindness) (1 Round/Assassin, Fortitude)The Assassin knows that something as innocuous as a culinary spice can have more malign uses. Pepper, thrown into the eyes of the foe in the heat of battle, leaves them a bit burned.

Blade of Terror(Paralysis) (1 Round/Assassin, Will)The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.

Bloodlet(Level Drain) (supernatural permanent stacks, Fortitude)The Carotid and Femoral artery are prime targets for a cutting or piercing strike. An accurate slice can cause the most extreme case of profuse bleeding: untreated, such a strike is as good as a death-sentence.

Kneecapper's Knife(Knockdown) (Rounds/3 Assassin, Reflex)The legs are a promising, if difficult to hit, target. They are often more lightly armored than the torso, as even the most rigid plate armor has many joints and thin parts in its metal.

Murder(Death, Death Immunity ignored, Fortitude)The most valuable and feared tool at the Assassin's disposal is not their famed agility or skill with blade or bow, but their knowledge of anatomy and flagrant disregard for the niceties of honorable combat. This attack leaves nothing about the Assassin's motives to question. A feint, a flash of steel from the shadows, or a careful shot: a strike made with the intent to bring their target down instantly, no matter the cost.

Optional Epic Feats

These feats must be taken as epic bonus feats on Assassin (level 14 or 18 Assassin). They are not given freely as the feats listed below this section are.

Crippling StrikeAs per the default feat.

Note: For this to function, the Assassin must have at least one rank of Sneak Attack. Sneak Attack from equipment counts.

Defensive RollAs per the default feat.

Improved EvasionAs per the default feat.

Automatically-Given Feats

These feats are gained automatically upon leveling and are usable once per day.

Clairaudience/ClairvoyanceStarting at 8th level, an Assassin gains the ability to cast Clairaudience/Clairvoyance.

Spells

You’ll need to learn the following spells from an NPC who’s hidden on the isle of Amia (if you meet the required Assassin levels and intelligence!). Note that these "spells" are in widget form and are affected by Arcane Spell Failure where the default assassin spells are not:

The Barbarian is a brute of tremendous, if reckless power, thus their raging feats have been modified to reflect this. The following Rages replace the Normal and Greater rages, and work with the Thundering and Terrifying Rage feats if they are present. Their duration is 5 + CON modifier rounds. The Intensity and Ferocity attacks are set by a widget that must be found in-game.

Note: there is a one turn cooldown after raging before you may do so again.

Ferocity Attack15 Barbarian LevelsA focused Barbarian rage that sends the barbarian into a true frenzy of whipping blades and destructive might. The price for pure offense however, is a lack of defense.

These feats must be taken on a Blackguard level. They are not automatically given.

Extra TurningAs per the default feat.

Modified Feats

These feats are modified from the default Blackguard.

Dark BlessingThe saving throw bonus is capped to Blackguard level (e.g. a level 3 Blackguard would only receive a maximum of +3 saves from Dark Blessing, no matter how high their Charisma modifier is).

Automatically-Given Feats

These feats are gained automatically upon leveling and are usable once per day.

Aura of DespairStarting at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws. This is a permanent effect that cannot be dispelled and does not have any accompanying VFX.

Deeper Darkness6 Blackguard level, 13 WisdomAs per Darkness, but with a duration of Turns/Blackguard level.

Abyssal Might7 Blackguard level, 14 WisdomThe caster summons evil energy from the Abyss and is imbued with its might. The caster gains a +2 bonus to Strength, Constitution, and Dexterity for Turns/Level.

Unholy Sword8 Blackguard level, 14 WisdomThis spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially blessed weapon that, when wielded by a Blackguard, acts as a +5 unholy weapon that dispels on hit for Two Rounds/Level.

A Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

Skills

These skills are now added as class skills to the Druid skill list.

Spot

Listen

Spells

These spells are automatically added to the druidic spellbook.

Cat's GraceAs per the default spell.

Eagle's SplendorAs per the default spell.

EnduranceAs per the default spell.

Fox's CunningAs per the default spell.

Owl's WisdomAs per the default spell.

Flame WeaponAs per the default spell.

Magic WeaponAs per the default spell.

Greater Magic WeaponAs per the default spell.

Elemental Shape/Wildshape

Elemental Shape and Wildshape has been completely overhauled to have both an increase in power and utility. In addition, there are now three stages of power instead of two. For determining the power of the Elemental Shape, druid and shifter levels are added together. Wildshape only scales into epic forms for druid only.

The Harper Scout no longer exists on Amia. It has been replaced by the Master Scout, a unique 5 level prestige class that blends abilities from the Ranger and the Rogue classes to create the ultimate outdoor survivalist.

Overview

"The wilderness is a harsh, unforgiving place of danger and intrigue. Some, however, call this dangerous land their home. They are the Master Scout, a specialist in survival and fortitude. While they retain similarities to other wardens of the wilderness, the Master Scout stands apart in that their skills lie in the navigation itself. In this, they are unparalleled."

Craft Survival Gear: Master Scout can craft various tools and items for a gold cost. The items assist in ambushing enemies and in survivability. Through levels, more items become available for crafting.Uncanny Dodge I: As per default feat.

Level 3:

Battle Fortitude: Master Scout can call on his hardiness and knowledge and receive +1 to all saves per Master Scout level, for 1 hour per Master Scout level.Nature Sense: As per default feat.

Level 4:Trackless Step: As per default feat.

Level 5:Flawless Stride: Master Scout gains permanent Freedom.

Bonus Feats: At level 1 and 5, the Master Scout can choose a bonus feat from the following lists:

Palemaster levels count toward caster level when casting spells of the Necromancy school, but only if they are arcane in origin. This includes damage, duration and casting level for the purposes of piercing spell resistance, though due to engine limitations, monk spell resistance is not affected.

Undead Grafts

The Palemaster has access to an extended selection of undead grafts in order to strengthen their deathless arts.

The Amian Shifter is completely overhauled from the base Shifter class. Every form in the entire game has been changed and modified to bring it more in line with the rest of the classes in the game. The changes are extensive and exhaustive. All pre epic forms now have an epic variety obtained as you level higher into the Shifter class into epic. Gloves/Bracers also now merge into appropriate forms, unlike vanilla NWN.

AC ProgressionShifters gain a unique bonus AC progression which applies when shapeshifted. Note that certain forms may have additional AC on top of what Shifter levels provide.

Ability OverwritingIf a Shifter shifts into a form with a physical ability higher than their own (for instance, a Shifter with 12 Strength shifts into Drow with 20 Strength), then the higher value will overwrite. This works in reverse, too: if a Shifter with 24 Strength shifts into Drow with 20 Strength, then their Strength would remain at 24 as it is the superior amount.

DC Calculations and SpellsDCs on Shifter abilities are calculated from a unique formula: 10 + 1/2 of Shifter Level + Wisdom Modifier. In cases where an ability has a duration, it is calculated as Druid + Shifter level. For abilities which have a scaling damage amount, the amount is again calculated as Druid + Shifter level.

Note that metamagic feats do not work on Shifter spells, and Expertise/Improved Expertise cannot be used on Shifter abilities or spells.

Epic Form ProgressionThere is an epic version of every non-feat obtained form. Epic forms will usually have increased damage over non-epic forms, or have access to a further range of abilities.

Shifter Shape DetailsDue to the sheer amount of information, the details are contained in a xls file (openable by Excel or any similar program which deals with spreadsheets). It's a valuable source of information for Shifter players, so you should really download it and look it over. Seriously.

Faerie DragonRequires 3 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

FaerieRequires 12 level of Druid or 4 levels of Shifter; Found in-game.

EttercapRequires 5 levels of Shifter; Found in-game.

NymphRequires 12 levels of Druid or 5 levels of Shifter; Found in-game.

DryadRequires 12 levels of Druid or 6 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

MummyRequires 7 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

SuccubusRequires 9 level of Shifter; Can be requested after learning from another player or rewarded by a DM.

Outsider Shape - Bear RakshasaRequires feat: Outsider Shape; Can be requested after learning from another player or rewarded by a DM.

Feats

Wild Shape 4x dayGained at 7th level.

Wild Shape 5x dayGained at 13th level.

Elemental ShapeGained at 14th level.

Elemental Shape 2x dayGained at 15th level.

Wild Shape 6x dayGained at 16th level.

Elemental Shape 3x dayGained at 17th level.

Improved Elemental ShapeGained at 18th level.

Infinite Wild ShapeGained at 19th level.

Infinite Elemental ShapeGained at 20th level.

A Thousand Faces

A Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

Hide in Plain SightThere is a cool-down on Hide in Plain Sight. When stealth mode is deactivated, Hide in Plain Sight will not function for another six seconds. Do note that only Hide in Plain Sight is affected - a character may still enter Stealth Mode during this cool-down time.

This feat is gained at level 6, rather than level 1.

Shadow DazeInstead of being 1 use per day, Shadow Daze has been changed to a cool-down dependent on Shadowdancer level.

The base cool-down is 5 turns (or 300 seconds). For every Shadowdancer level past 5, the cool-down is decreased by 3 rounds (or 18 seconds). For example, a level 10 Shadowdancer has a cool-down of 210 seconds. A level 20 Shadowdancer has a cool-down of 30 seconds.

Summon ShadowThe Shadowdancer's summon has been redesigned. See here for the relevant details.

Shadow EvadeThis feat's duration has been changed to 1 round per Shadowdancer level, rather than a flat 5 rounds.

Shadow Jump and the Umbran Arts

The following supernatural abilities have been added to Shadowdancer’s repertoire:

Shadowjump - Free to request if you fulfill the conditions.

Lesser ShadowjumpThis will enable you to teleport from shadow to shadow, four times per day. You must have at least 4 SD levels and received tutoring from a fellow Shadowdancer of level 10 or above. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

Greater ShadowjumpThis will enable you to teleport from shadow to shadow, ten times per day. You must have at least 10 SD levels and the feat to use this ability may be requested from the DMs, at their discretion.

The Umbran Arts

Overview: Starting at level 10 Shadowdancer, Umbran Arts become available to them. These advanced Shadowdancing technique uses highly technical aspects of the class. As such, these techniques can only be learned with respective tutoring. These techniques have been hand-crafted by powerful Shadowdancers and tend not to be given out lightly and are even more rigourous to learn than Shadowjump and some may require certain feats to obtain.

These Umbran Arts have 3 tiers. Each tier denotes the amount of uses of Shadow Evade required to cast. For example, you could use a tier I Umbran Arts 3 times a rest, or a tier I and II once a rest, or a tier III once a rest. A couple of items are referred to as tier I but do not require castings of Shadow Evade to use.

Umbran Arts: Vestige Unraveling (Tier I) - (5 DCs)A Shadowdancer can manipulate shadows to unlock all mundane locks of a 5m radius around the target. This will fail on certain doors that use permalock mechanics, however with DM supervision this can be used to unlocked doors requiring certain keys.

Umbran Arts: Essence of Ethereality (Tier II) - (5 DCs)A powerful Umbran Arts that draws shadows on to the caster. Enemies must make a will save vs. the illusion, upon failing the Shadowdancer is rendered undetectable to them. This lasts turns/Shadowdancer level.

Umbran Arts: Negative Energy Pulsar (Tier II) - (5 DCs) - Requires Epic Shadelord feat.While the Shadowdancer's Shade is summoned, the Shadowdancer can draw in immense shadowstuff on to themselves and project it on to their Shade. This gives the Shade an aura of negative energy, upon entering the aura, enemies who make a DC 10 + Shadowdancer Level save against Fortitude to be dealt with half damage. If they fail, they are dealt 1d4 +x (x = Shadowdancer level) of negative damage per round.

Umbran Arts: Shade Merge (Tier III) - (5 DCs) - Requires Epic Shadelord feat.Upon casting, the Shadowdancer and Shade merge in to one form, weaving the physical and negative together. While in this state of being, the caster receives a 50% concealment bonus and immunity to both negative energy and death magic.

The RDD is not limited to merely red on Amia. The following colors may be chosen:

Gold (LG - Fire)

Silver (LG - Cold)

Bronze (LG - Electricity)

Brass (CG - Fire)

Copper (CG - Acid)

Red (CE - Fire)

Blue (LE - Electricity)

Green (LE - Acid)

Black (CE - Acid)

White (CE - Cold)

Shadow (CE - Negative)

This choice affects the disciple's wing color, immunity and breath type. In order to choose a dragon type, a DM must be asked to grant the benefit. Note that a DM does not have to grant this perk, especially if a PC wildly differs from the established canon details of that dragon type or is not within one-step of their dragon type's alignment.

Modified Feats

These feats are modified from the default Red Dragon Disciple.

Draconic ArmorSee progression below.

Draconic AbilitiesSee progression below.

Draconic BreathThis ability allows the RDD to breathe a cone of energy, 20-feet long, dealing 1d10 damage per RDD level; Reflex Save DC 10 + RDD Level + Constitution modifier, for half damage. This may be used an unlimited amount of times per day, but has a cool-down between each use.

The base cool-down is 5 turns (or 300 seconds). For every 2 points into Constitution beyond 10, the cool-down is decreased by 10 seconds. For example, a Dragon Disciple with 20 Constitution has a cool-down of 250 seconds. A Dragon Disciple with 30 Constitution has a cool-down of 200 seconds. Note that it is the final Constitution after equipment and spells, not base Constitution.

Devastating CriticalThis feat no longer instantly kills on a failed fortitude save. Instead, it knocks the opponent down for X rounds, along with inflicting Blind, Deafness and Silence for X turns. X is determined by the weapon's base critical hit range:

Note that creatures using scimitars or rapiers smaller than medium size (e.g. gnome and halfling) receive the bonus for 19-20 weapons, rather than 18-20.

Disarm & Improved DisarmDisarming an opponent no longer causes the weapon to be dropped or to go into the inventory of the character performing the Disarm attack (in the case of unarmed Disarm attempts). The weapon that is being Disarmed will instead be unequipped and any quick-slot that it was attached to will be cleared, causing a delay in any re-equipping of that weapon.

Divine MightThe damage this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 damage, rather than +5). This cap does not apply to the duration.

Divine ShieldThe AC this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 AC, rather than +5). This cap does not apply to the duration.

Champion of Torm are no longer considered followers of Torm on Amia. Instead, the class has been changed to be the more general Divine Champion. They have a free range of deity choices, can be any valid worshiper alignment of their deity, and to meet the prerequisites, any Weapon Focus feat may be taken; they are not restricted to melee weapons.

In addition, Divine Champions do not gain Smite Evil at level 3. In its place, they gain the Purge Infidel feat. Divine Champion levels stack for the damage of Smite Evil, even if they do not gain the feat.

Feats

These feats are new to the Divine Champion class.

Purge InfidelGained at 3rd level, the Divine Champion gains bonus damage equal to their class level for the duration of their Charisma modifier as rounds. The bonus damage only works against creatures of a different alignment than the Divine Champion. Usable once per day.

The Purple Dragon Knight has been replaced by the Knight Commander, a party support specialist whose abilities focus on increasing ally strength and weakening enemies via auras. As with Purple Dragon Knight, the maximum level for this class is 5.

Overview

"Whether it is leading the charge on a group of regal knights or cutting down fleeing victims, the Knight Commander stands forefront with a mastery over leadership, co-ordination and discipline. The Knight Commander is a shining example of why a handful of well-organised soldiers can best an army of rabble, gaining abilities to bolster his troops and control the battlefield with expert prowess. While such commanders come from many walks of life, all possess natural talent at direction and tactical supremacy."

Barricade of Swords: Defensive Aura: Barricade of Swords creates a damage shield around all allies within the aura and allows them to shrug off a minor amount of physical damage. The shields damage is 1d10 slashing damage, +2 per Knight Commander level, +1 per Charisma modifier, to a maximum of Knight Commander level. They also gain 5% damage immunity to bludgeoning, piercing and slashing damage, +1% per Charisma modifier, to a maximum of Knight Commander level.Entreatment: Ability which can be used once per Knight Commander level. If they fail a Will save versus the Knight Commander's Taunt, the enemies change targets to instead attack the Knight Commander. Where used against other player characters, this feat simply causes the target to break their action queue and become flat-footed. Enemies failing their Will save are also inflicted with a -2 Attack Bonus penalty for five rounds.Stand Down: This is an unlimited feat which allows the Knight Commander to dismiss all of their auras instantly.

Level 2:Bulwark of Vigilance: Offensive Aura: Upon entering this aura, enemies lose 8% movement speed per Knight Commander level, and receive a -5 Tumble penalty multiplied by their Charisma modifier, to a maximum of Knight Commander level. The Tumble decrease does not lower AC.

Level 4:Ordnance Support: Offensive Aura: All enemies within this aura suffer a 3% immunity decrease to acid/cold/fire/sonic/electricity per Knight Commander level. Additionally all enemies gain -2 penalty to their spell resistance per Charisma modifier, to a maximum of Knight Commander level.

Level 5:

Vehement Charge: Defensive Aura: All allies within this aura gain immunity to blindness, charm, confusion, deafness, fear, daze, sleep, slow and stun. Allies also gain 3% movement speed increase per Charisma modifier, to a maximum of Knight Commander level. This aura also inflicts a penalty of -10 discipline to all allies.Shield Ally: Knight Commander can shield one ally within 20 foot, giving him +4 dodge AC, while doing so the Knight Commander receives -4 to his attack. This ability may be used unlimited times per day; the Knight Commander cannot use it on himself.

NOTE: You can only have one defensive and one offensive aura active at the same time. All defensive auras have a radius of 30 foot, while offensive auras have a radius of 10 foot. All auras are infinite use with an unlimited duration.

Warlocks are powerful individuals who harness supernatural powers; these powers are inborn or gained abilities, not spells. Whether the beneficiary of inborn talents from generations past, or the resulting power of a pact with a higher being, warlocks stand apart from their spellcasting counterparts in many distinct ways.

Warlock pacts are created with fey, fiends of the lower planes, elementals of great power or other creatures who call home to hostile and savage worlds. The terms of such a pact and reasons vary greatly depending on the person in question - some may do it simply out of a lust for power, while some out of desperation or a belief that the "ends justify the means". Regardless of their reasons, the powers warlocks wield are devious at best, and at worst, twisted and destructive. Warlocks tend to be wanderers due to the hostility they face from the commonfolk who distrust their strange powers, and only the most foolish (or powerful) of their ilk wield their eldritch gifts openly.

A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.

Level 1:Eldritch Blast: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch blast deals 1d6 points of magical damage at 1st level and increases in power as the warlock rises in level (up to 14d6 by level 30). There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.

An Eldritch Blast is a ranged touch attack that affects a single target.

An Eldritch Blast may have one Blast Shape assigned to it to modify the radius and how the target resists it, and one Eldritch Essence to modify its damage type and additional effects.

Warlocks have a -20% Arcane Spell Failure bonus when using Eldritch Blast, allowing them to wear armor and shields.

It is a weapon-like spell (critical hit on a roll of 20, double damage on a critical hit).

Due to NWN engine limitations, Haste does not apply to actions per round when using Eldritch widgets.

Level 2:Eldritch Lore: A warlock can use detect magic as the spell at will. His caster level equals his class level. This follows our rules on PnP spells.

Note that the following can be requested as feats or on equipment, with your class used as RP justification - usual power limits and costs do apply.

Level 3:Damage Reduction: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining 1/- damage resistance. At 7th level and every four levels thereafter, a warlock's damage resistance improves.

Level 8:Fiendish Resilience: A warlock knows the trick of supernatural resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains +1 regeneration per round. At 13th level, a warlock's supernatural resilience improves. When in his fiendish resilience state, he gains fast healing +2 regeneration per round. At 18th level, a warlock's fiendish resilience improves to +5 regeneration per round.

Level 10:Elemental Resistance: At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Level 12:Imbue Item: A warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat).

Eldritch Essences

Essences modify the damage type of the Eldritch blast, as well as adding extra effects to the attack. The Warlock gains a new essence every 3 levels, beginning at level 1 and ending at level 21. All essences respect spell resistance unless stated otherwise.

Eldritch BlastAn eldritch blast is a ray with a range of 60 feet. It affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power every two warlock levels, reaching its peak at 10d6 damage at level 19 warlock.

Hindering BlastInnate Level: 6In addition to normal eldritch blast damage, the hindering blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, -4 penalty on AC, and -1 Reflex saves and moving at half its normal speed. Multiple slow effects don't stack.

Hellrime BlastInnate Level: 4A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.

Beshadowed BlastInnate Level: 4Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round, giving it a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.

Brimstone BlastInnate Level: 3A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have.

Utterdark BlastInnate Level: 8An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.

Vitriolic BlastInnate Level: 6A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from all other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.

Noxious BlastInnate Level: 6Any creature struck by a noxious blast must make a Fortitude save or suffer the effects of being dazed for 10 rounds.

Blast Shapes

These abilities modify the range, target(s), or area of a Warlock's Eldritch blast. Unless otherwise noted, the Eldritch blast does normal damage. All widgets are gained upon taking the class, though they are not usable until the Warlock gains the required level. A Warlock gains a new shape every 5 levels, beginning at level 1 and ending at 15.

No ShapeThis blast will strike a single target with a ranged touch attack, dealing double damage on a natural roll of 20.

Eldritch ChainThis blast shape will arc from the first target and deal half damage to a secondary target. You can strike a target for every five caster levels, though you may not hit the same creature more than once in a single chain. The chain ends with any misses.

Eldritch SphereThe eldritch sphere deals the normal eldritch blast damage to all targets in a 5 meter radius around the caster. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the sphere can attempt a Reflex save for half damage.

Eldritch DoomThis blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.

Optional Feats

These feats are not automatically given.

Eldritch MasteryIncreases the power of Eldritch Blast by 50%.

Requirements:

Epic character

16+ levels of Warlock

25+ ranks of Spellcraft

A custom feat taken in epic

Ask a DM in-game for the feat if all these requirements are met.

Miscellany

Some extra info/rulings...

You cannot be a Warlock/Bard multiclass, nor can you multiclass into something a Bard normally cannot (e.g. Monk).

Bard spells aren't restricted - use them all you like! These represent Warlock invocations.

Bard song is disabled upon taking the Warlock class, and any special bard songs similarly do not function.

Bear in mind that this isn't a class with as much polish or complexity as Knight Commander or Master Scout - it's something that used to be a DC request we decided to make public for everyone to enjoy.